
/**
 * 整个游戏的算法实现策略
 */

var _gameRunInfo = {
    baseMagicChange: 2,//普通模式下，能量增长值
    superMagicMax: 20,//能量最大值，达到该值后，玩家会变成无敌模式

    superStateSpeedRate: 1.3,//玩家无敌状态时， 速度倍率（当前速度*superStateSpeedRate）
    superStateContinueTime: 5,//玩家无敌状态时， 持续时间
    superStateScoreRate: 1,//玩家无敌状态时， 分数增加倍率（ baseScoreChange * superStateScoreRate ）
    baseScoreChange: 1,//基本分数增加值（有效碰撞后的收获）

    wayWidth: 100, //中间三条路，路宽
    wayNumber: 3, //中间道路数量

    //障碍块出现的概率
    probabilityOne:20,       //1个人的概率（障碍）
    probabilityTwoTrue:50,  //2个人正确的概率（正常）
    probabilityTwoError:10, //2个人错误的概率（障碍）
    probabilityThree:20,     //3个人的概率（障碍）

    //角色数量
    manNumber:3,        //路上情侣，男角色数量
    womanNumber:3,      //路上情侣，女角色数量
};

var _gameCfg = {
    Time: 0,//配置表格中的游戏时长
    Speed: 0,//配置表格中的游戏速度
    minTime: 0,//配置表格中的游戏障碍物摆放间隔最小值
    maxTime: 0//配置表格中的游戏障碍物摆放间隔最大值
};

//Time持续的时间，Speed速度，随机时间最大最小值maxTime、minTime。
var _gameCfgs = [
    { "Time": "10", "Speed": "600", "minTime": "1.0", "maxTime": "1.5" },
    { "Time": "10", "Speed": "700", "minTime": "1.0", "maxTime": "1.5" },
    { "Time": "10", "Speed": "800", "minTime": "1.0", "maxTime": "1.5" },
    { "Time": "10", "Speed": "900", "minTime": "1.0", "maxTime": "1.5" },
    { "Time": "10", "Speed": "1000", "minTime": "0.8", "maxTime": "1.0" },
    { "Time": "10", "Speed": "1100", "minTime": "0.8", "maxTime": "1.0" },
    { "Time": "20", "Speed": "1200", "minTime": "0.8", "maxTime": "1.0" },
    { "Time": "20", "Speed": "1200", "minTime": "0.8", "maxTime": "1.0" },
	{ "Time": "20", "Speed": "1200", "minTime": "0.8", "maxTime": "1.0" },
	{ "Time": "20", "Speed": "1200", "minTime": "0.8", "maxTime": "1.0" },
	{ "Time": "20", "Speed": "1200", "minTime": "0.8", "maxTime": "1.0" },
	{ "Time": "20", "Speed": "1200", "minTime": "0.8", "maxTime": "1.0" },
	{ "Time": "20", "Speed": "1200", "minTime": "0.8", "maxTime": "1.0" },
];

/**
 * 
 */
var gameInfo = {};
gameInfo.gameRunInfo = _gameRunInfo;
gameInfo.gameCfgs = _gameCfgs;

module.exports = gameInfo;

